It has some great points to it, but the game needs a boat load of polish. Stage 3 had some glitchy jump parts, plus the hanging part of the boss failed to work 90% of the time. The life bar on the stage 4 boss did not seem to work. And stage 5 was full of so much lag that it made the game unplayable. It also did not help that the player was nearly impossible to see on the screen during the boss fight in stage 5.

I found the difficulty frustrating. I tried playing as Iceman and found it to be way to unfair, even with unlimited lives. A good mess of the platforms were placed with low ceilings, making simple jumps way to difficult, the use of precise collisions on the lava spouts made walking on them nearly impossible, and it would have been nice to at least slow down the indestructible slider enemies if I could not blast them apart. Plus, firing attacks only directly at the player with low-flying arcs ruined most of the understandable puzzle and pattern recognition made famous in the Megaman series.

Aside from this I loved the concept and the unique design ideas. It just felt like it needed another week or two of testing outside of the developers.

When I saw the title and the description, I honestly thought this was going to be a game about taking telekinetic control over various enemies and using them as projectiles to escape the prison. Instead, it just seemed like a bizarre dialog tree game with little logic, rhyme, or reason. The purpose of the multiple speaking paths felt pointless, and it felt pretty divorced from the actual escape actions. It felt more like a game that made sense to the creator and not to anyone else. I am sorry if this seems overly negative, I guess I am not the target audience.

Thanks for the feedback. I will definitely be fixing a lot of these issues this week. A restart button was already planned for the final release. A lot of testing will have to be before I sign off on making the jet pack and jump button the same. In some instances it is better to use the jet pack button while on the ground than in the air, and having the button do the jet pack only would either make it so the player would never have to touch the ground or it would completely disable the multi-jump mechanic I was going trying to create. But now that I am altering the standard jump height, this may no longer be the case.

This has been extremely helpful. The final release should be a lot smoother and there will be actual benefits to taking the wrong path in the second stage in the next update.

Interesting game. The basic concept seems solid, but it would be nice if smoke did something besides slow down enemies. I would have prefered it to have jump be space or something else other than "Up". I also felt a little lost, not knowing where to go or what to do after the tutorial was over. But I did love the imagery presented in the game. Overall, it looks pretty good.

Jet Pack Jive is a three stage platformer with four power-ups and seven enemy types. It is planned to have a full release sometime in September. The current WIP build has everything included, except for the final menus, cutscenes, sound effects, music, and some art fixes. I am looking for general feedback for the most part. It requires Windows to play and it may be downloaded at http://www.yoyogames.com/games/140766-jet-pack-jive.

Controls: Arrows to move, Z to jump, X to fire jet pack burst/double jump, and space for some menu functions. F4 toggles the screen size and ESC can be used to exit the game at any time.

Goal: Reach the exit at the top of each stage without losing all of your health.

Great game. Picnic lady's bit was a little confusing. I was not stuck long, but I still do not know how I passed. I really liked the phone puzzle, as it was easy to figure out but required a lot of searching and trial-and-error to get the combination right. I also loved the whole absurdity of the situations and the awkward villian. I kind of wish that an mp3 of the ending theme was included with the game.

Loved the music and art, hated the puzzles. What really got under my skin was having to go through the long-winded escape path over and over each time I got caught. It would have been nice if I could skip over bits of it after the fifth or so time. Can't wait to see what your next game is like.

It is a pretty simple platformer with a few power-ups and a checkpoint system. You play as a guy trying to escape a large collapsing ruin by dodging falling blocks and using them as stepping stones after they have landed.

Unfortunately, even though the programming is 90% finished, it looks like I am going to have to drop out now. Plus it was never going to use the zord aspect of the sentai genre, just the on the fly character tactics and costume damage. I currently do not have enough time to finish the art or sound, but the data will be used for at least one more game in the planning phase and another one that was put on hold for this competition. I'll see about joining in on another competition after I finish my halted project sometime in August or September.

My real name is Jonathan Vaughn. I have a BFA in Sequential Art and a MS in Interactive Entertainment. I graduated when the economy tanked so now I am making indie games with my one-man studio, Sanity Limited, until I can find a game designer position or some other stable job. A few of my previous games may be found on FIEA's student work page and on Yoyogames. As for my general skill list, they are varied as they are impractical.